E:dd ( @ (//(  0/80@0?/8 0( ?G@POWOXOP?H0@/7@O_``h_hPX 0(P_oppxow_g@O/8'' 7p`o?G/7 0??H/8`/o?GOX@H0?/pOW?H/8 7OP?G/7( P0@PX@O0@ 0O @H/@' 00@@P0?'_OP@H( 7/7' ^^^^^^^^^^^^^^^^^^^^^^^^^^TeeBBBBeTT^^^^^^^eBDJ33333JJDBeZ^^^^TD33==#####==3JDBT^^^^eJ=###=3DeZ^^TB3# #=3JBZ^^T3#  #=JBT^^J# Sll #=JBZ^T# %,68??86,/@A*< ##45('.6787-9%:;*<=#$+&,--.,/01)2 3 $%&&'%($!)* ##  !"#     ??d'4Ƒ@sound0.wavxTnS1MH?`ϒ/`AnYP[)*m&e&MP!6M`prs|~nNg/:<|<Z ꟅfDlQ4uŰ!a >@e!aʂ#_9LnT0e!`l 4)q`&Pb;p˂kb{KVql,>o'm(!\^5h޺JouqDM׌$")&G SWQ;!X-SUL G_ ;=e *ɝ|]>ZWI#9M$!v^[5ůA*v-9lwR|Һs+Z,K;".GmÀ͔Xm5Xn LL+ZMJmbfXʊCH!a"H.;nfߧGWфA}Nn7tϯOUUzWGrbobqy8nTHN?X~V]nq<2w= qNh֗F 'Z^njO?Wfe $j3˜ԫGmbjȹF<jD'U&Urj(ѕ}ml[HZRI W_!둹lE  commander L 0  &xUA ĻxMH@6PfLYwCz/Wc =ϋ_ad2F8PCM6ٴNUɫiM_״-hՇWYKi.RS ٮTdI NtSmZ܅YAW%O5[ NԨb- o V)F}O*OW^(𫕉.<6o|:uU*Q}8p+cHRęeﴮ:J6 sprite1  x1 Eqٸ{'n( BH1]J~)8,&7I,B@* )D isܟW|p|k s9̐{{N܋"dި4vuZe 2BMN]:u#vsprite2@ = xA E-[vѾ;us*F1ıYI8֬Xj=ZG1{b? p8WexաXo"^ʟpT*^ğY G%CO*ǟSK z)YDUI ?^Nc7}cQ,E?_esprite3` _ xA@ E[t&Gu8 `KPi}znq=u x^# Commander L1  ,xUA ԻxMs, Pfа,ߟvbYs폽_/a2#WM ) w.46΄I3 'V"/ _Kp-4 _DLig.ζz+P8sA *˕07R$](sdsu9+#.ΫM׫d'Yv}9fcm4 8o\}_鵘/PL"mmpAV5AJQ$TrQ2Bq8F_xuPӯ"I%sprite5  zxVIr0 c}@=9gri"-ͱg< @,wQ~__T[x-˒M8sVPFz-ľ2QHyJ$קz88cJ ܕp,f!)o+Wd)~FvZꂳ K <;n\3Y4hPtG( Xѐ"'R!8P#B|6og ۜ WGARCLLB%J>S;Bm)@PԿB~U+c Ci>LS My/͇Q@DY]hSUG$N{$#NojUOUm?V)' Commander L2  SxŕA0Et v{z4-!KȤIɃ|6>Lb7$3 8|Y{J^j^'Go&l~ 6ZBQpG [rUbSCgSlew}/V`*C4fH%,޵p,rQ0#t%XPъBd?^35f_!'&g?'$|E&2ςGr$ :L\J˂`&inW#w/sprite7` _ xA0E-\p XpPB3&i e40#[q|A2B2b('>K*N'Ն)3=?zNꯠ3=؏@[7":'HO]fL3@~g5?ψC/Ǐyd"?Z4_P~e 3)s5J竁p5"L~֠ `C?~01:ÏmCIsprite8  xݖ; D{'oOAX lE򆉘>Wt}c/f <+kgy2c\b#[".aqA&_޴PCᅅ̓+1ijW~~PiEO.883>`~/OARAdi튝Ϲ " xՖ= q{'o0H@2| yag3%^"%Y<*-IRKᲩF._ޕ$$ Ǧ9{@T_I0Ź ??p;pp'5v{ ߤ;oP x͖1 Eq{'o1(RCN$S6]7;k5:I8K=#M7 465" /49000000000000000ccontroller.commanderlevel1000000ccontroller.money-50000000c room_caption "Commander level " +string(controller.commanderlevel) +" Money $" +string(controller.money) +" Pacmen " +string(controller.pacmen)000000 action_sound0000000000000000 object money object buy pacman  action_ifcontroller.money>9000000000000000ccontroller.pacmen1000000ccontroller.money-10000000c room_caption "Commander level " +string(controller.commanderlevel) +" Money $" +string(controller.money) +" Pacmen " +string(controller.pacmen)000000 action_sound0000000000000000object7  room shop        0 room game            {\rtf1\ansi\deff0\deftab720{\fonttbl{\f0\fswiss MS Sans Serif;}{\f1\froman\fcharset2 Symbol;}{\f2\fmodern\fcharset1 Courier New;}{\f3\fswiss\fcharset1 Arial;}{\f4\fswiss\fcharset1 Arial;}{\f5\fswiss\fcharset1 MS Sans Serif;}} {\colortbl\red0\green0\blue0;} \deflang1033\pard\plain\f3\fs24\cf0\b Shop \par by Tony Forster March 03 \par Can be copied with acknowledgement \par \par Demonstrates how to use money to purchase inventory, you can buy pacmen or upgrade your teddy at the shop \par \plain\f3\fs24\cf0 \par Object controller is invisible but \plain\f3\fs24\cf0\ul persistent\plain\f3\fs24\cf0 . It is only created once at the beginning of the game and is not destroyed when you change rooms: \par \plain\f5\fs16\b Create Event: \par \plain\f5\fs16 set variable commanderlevel to 0 \par set variable money to 50 \par set variable pacmen to 0 \par \plain\f4\fs24 It remembers the money, level and pacmen \par \par Clicking on "upgrade commander" \plain\f3\fs24 reduces the money and increases your level \par \plain\f5\fs16\b Mouse Event for Left Pressed: \par \plain\f5\fs16 if expression controller.money>49 is true \par set variable controller.commanderlevel relative to 1 \par set variable controller.money relative to -50\plain\f4\fs24 \par \par Then when you go back to the game, when the commander is created, the sprite is selected, based on what is saved in controller.commanderlevel \par \plain\f5\fs16\b Create Event: \par \plain\f5\fs16 if controller.commanderlevel is equal to 1 \par set the sprite to Commander L1 with scale factor 1 \par if controller.commanderlevel is equal to 2 \par set the sprite to Commander L2 with scale factor 1 \par \plain\f4\fs24 \par Clicking on "buy pacmen" reduces your money and increases your pacmen \par \plain\f5\fs16 if expression controller.money>9 is true \par set variable controller.pacmen relative to 1 \par set variable controller.money relative to -10 \par \plain\f4\fs24 \par Then when you go back to the room, the pacmen are created: \par \plain\f5\fs16\b Create Event: \par \plain\f5\fs16 repeat next action (block) controller.pacmen times \par create instance of object object7 at position (random(640),80) \par \plain\f4\fs24 The function random(640) gives a number between 0 and 640. The pacmen are created at y=80 and x between 0 and 640 \par \par The room caption is set by this: \par \plain\f5\fs16 set variable room_caption to "Commander level " +string(controller.commanderlevel) +" Money $" +string(controller.money) +" Pacmen " +string(controller.pacmen) \par \plain\f4\fs24 The text between the quotes are strings which are displayed. String() turns the variable into a text string which can be displayed \par \par \par \plain\f4\fs24\cf0 \par } Sprites  commander L 0 Commander L1 Commander L2sprite1sprite2sprite3sprite7sprite5sprite8Soundssound0 BackgroundsPathsScripts Data Files Time LinesObjectsobject0object1 controllerobject upgradeobject buy pacmanobject goto game object moneyobject7Rooms room shop room game Game Information Game Options